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Thread Statistics | Show CCP posts - 1 post(s) |
j0sephine
Caldari Reikoku Band of Brothers
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Posted - 2006.12.18 21:37:00 -
[1]
Edited by: j0sephine on 18/12/2006 21:36:59
"Could someone who uses Lightwave 8/9 share the workflow to get textured models into layout? I am having major issues with the texture part "
* download and install DDS import plugin from dstorm page ... it's included in DirectX Export package and while not necessary, makes things way more convenient.
* unstuff the .res files to some work directory
* load model of choice into TriExporter, export to .obj file format
* launch Lightwave layout, click Load Object (+ shortcut key) and pick your .obj object
* open Image Editor (f6) click Load button, navigate and select texture files for the model from the work folder with unstuffed res files. Generally these are located in Textures sub-folder and match the name of object itself ... e.g. res/textures/caldari/cc1/ holds textures for Caldari cruiser which sits in folder res/model/ship/caldari/cc1
* close Image Editor, open Surface Editor. Your object will be listed there, with one or more surfaces named shape0, shape1 etc.
* click shape0 surface, set the colour to white (255, 255, 255), open colour texture layers (small T to the right of colour field) ... in the window that opens set Projection to UV, select "OBJ_UVTextureMap" as the UVMap in drop-down below, then in the Image dropdown select the texture to apply (one of images you loaded in earlire step)
* confirm setup with Use Texture button, repeat step above for other shapeX surfaces
... that's good enough for really basic render. Save the object in lightwave format for further work, play with textures further if you want to.
ask me in corp chat about some possible shortcuts ;s
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j0sephine
Caldari Reikoku Band of Brothers
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Posted - 2007.01.28 21:47:00 -
[2]
"why? what would that accomplish?"
If you take a look at posted Megathron image, you'll note it's mirror of in-game model (the not symmetrical bits are on the opposite sides)
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j0sephine
Caldari Reikoku Band of Brothers
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Posted - 2007.01.30 01:50:00 -
[3]
"wheres it located in the triexporter program?"
Not sure if it's there, but it should be easy to flip the mesh once you have it loaded into 3d rendering program? ^^;;
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j0sephine
Caldari Reikoku Band of Brothers
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Posted - 2007.02.03 16:51:00 -
[4]
Edited by: j0sephine on 03/02/2007 16:48:33
"Does anyone know which textures go with the 'Phoon?"
Typhoon is done as follows:
* chunk 1 and 2: M_MainA.dds applied with 2nd UV set, on top of it there's machi2.dds applied using 1st UV set
* chunk 3 and 4: mb1.dds
it's the two layer texturing that's likely to give people problems ^^;
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j0sephine
Caldari Reikoku Band of Brothers
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Posted - 2007.03.11 18:39:00 -
[5]
Edited by: j0sephine on 11/03/2007 18:43:09
"In any other decent game, textures are neatly separated into subfolders and have a standard naming scheme, in Eve they're just thrown around the place with no apparent system behind it "
There's roughly two different systems for textures mixed together, probably because it developed while the models were being built.
* xxxxxShared -- hold common textures for race xxxxx i.e. things like hull patterns or windows or paint marks. * xxxxx -- where xxxxx can be something like "Minmatar" or "Caldari" hold files for specific models. The naming scheme is quite simple, first letter stands for race, second (and sometimes 3rd) letter stands for ship or item class, followed by number to tell the individual ships of the same class apart. So e.g. "cbc1" stands for "Caldari battlecruiser 1" and "ai2" stands for "Amarr industrial 2". These specific files can be either put in separate sub-folders named the same, or thrown all together in the race folder for Gallente and Minmatar.
edit: tech.2 ships generally have some extra layers applied, utilizing textures located in the "patterns" folder... one way to figure out the file names is to simply load the .blue file in text editor like notepad and look for plain text ending with ".dds" or ".tga" near the end of file ^^;
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